using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class Stat 
{
    [SerializeField] private int baseValue;
    public List<int> modifiers;
    public int GetValue()
    {
        int finallyValue= baseValue;
        foreach(int modifier in modifiers)
        {
            finallyValue += modifier;
        }
        return finallyValue;
    }
    public void AddModifiers(int modifier)
    {
        modifiers.Add(modifier);
    }
    public void RemoveModifiers(int modifier)
    {
        modifiers.Remove(modifier);
    }
    public void SetValue(int baseValue)
    {
        this.baseValue = baseValue;
    }
}
